Available on GitHub.
After downloading, extract all "WAC ..." folders into your addons folder.

Note: The Base addon has some stuff you might not like, you can disable most of it in Q-Menu/Settings/WAC.

If you enjoy this and want me to keep developing, I'd appreciate a small donation.

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[release]Base
Custom Spawnpoints
Spawnable Spawnpoints you can choose from when dead.

Player Speed:
Edit player's walk- and runspeed, and his jumping power.

Health:
Recharge Health and Suit over time.
Customize damage given to players and NPCs.
Change Falldamage.

RT7:
Tool that allows you to create 7 cameras and screens, like RT Cameras.

Vehicle Camera:
Connected to a vehicle, you see through this camera if you enter it.

Seat Linker:
Allows you to link seats with each other, so you can switch betweem them with keys 1-9.

Contains many lua files shared by other addons included.
Almost everything can be disabled.
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[release]Damage System
Adds health to every prop/entity and allows you to damage and kill it.
Contraptions are given an overall health level, when this reaches zero damage affects each entity individually.
Completely customizable.

Weapon Creator:
Allows you to create weapons like 70mm Tank Gun or 25mm HE APC Gun with a scripted Tool.
If admin allows, you can fully customize it. Can be linked to a seat or wired.

Turret Creator
Creates turrets that you can use to steer your vehicle-mounted guns with the mouse.
Very useful with the Vehicle Camera. Can be linked or wired.

Wrench:
Repairs damaged contraptions and entities.
[/release]
[release]
ECM
Extended Construct Map
Map as big as Hammer would allow it, contains multiple areas for constructing stuff and having fun.[/release]
[release]Gravity Controller
Heavily customizable entity that allows you to make contraptions hover/fly and control them in the air.
Useful for creating starships of any kind, building hovering vehicles and stabilizing flying stuff.
[/release]

[release]Weapons
Weapons with off-center aim positions. Makes them feel more realistic, and makes you feel like you have more control over the gun.
Ironsights, travelling bullets, bullet penetration, holstering, sprinting and more. Can be extended to non-WAC weapons (only stock weapons work without bugs so far)

I love the SWEPs so much, but I just wish the Helicopter would start up for me. I've tried tapping, pressing, and holding R, but none of that seems to work. I tried rebinding the key too, but that gets me nothing either.

For the helicopter, It would be a cool effect that when the rotor is going fast enough if you are over water it would have a bunch of water effects and if you are over ground there would be some dust. Just some suggestions.

For the helicopter, It would be a cool effect that when the rotor is going fast enough if you are over water it would have a bunch of water effects and if you are over ground there would be some dust. Just some suggestions.

For the helicopter, It would be a cool effect that when the rotor is going fast enough if you are over water it would have a bunch of water effects and if you are over ground there would be some dust. Just some suggestions.

Well, i have some problem with adding weapon. :(http://cA4.upanh.com/11.344.15505893...struct0001.jpg
After everything i tried, thing just still worst at all :(.
I can change weapon holdtype, but they still like to hold on my ball at all. :(
(This weapon is from Zombie Hunting weapon pack).

WeltEnSTurm, you have to keep in mind that you have to aim-down-the-sights to really line up the point of aim to the point of impact. When you do that, the crosshair disappears, also - you may wish to look at Ironsight Designer SWEP, as some inspiration. Allowing model swaps on the fly, etc.

I fixed up a few of the origins on your ironsights for the M1911 and the AK - if you'd like me to post the corrected ( and very accurate ) origins, let me know.

Also, best way to align the sights as of now, is to enable the crosshair, throw host_timescale to 0.1, and switch back and forth between crosshair + sights. ;)

I'll add on-the-fly model changing now, after that I'll upload it to the SVN.

For holstering: It was intended to make the player be able to grab stuff with the weapon down, which wouldn't really make sense if you still have the weapon in your hands. But I'll think about changing that.

WeltEnSTurm, I believe Kung Fu was referring to the player animation of the playermodel bringing the weapon down from a ready position, to an idle position. Look at how Generic Default handles this - when you press E the gun lowers, but it also changes the player model animation.

One way he could accomplish that would be if the weapon isn't part of WAC, have the ViewHook when IronSight's aren't called, but as soon as IronSight's get called - turn off the viewhook. Voila. Bit more coding for him though.